D&D 5E Here's some 5E monsters

As for the Spectator's eye rays, agreed that should be DC 12. That one's a mystery to me right now, doesn't fit with any theory so far. (Maybe it's 10+CR, who knows.)

I don't really see how the Young Dragon's breath weapon Dc can be derived from its Ability Scores either.
 

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Either way I think both are either quirky design decisions or errors. But both seem like good examples that the build methods are guidelines and that a small proportion of creatures can be tweaked outside those guidelines but still fall within CR.

Agreed! Which is just how it should be, methinks...

[MENTION=10148]JEB[/MENTION] thanks for those handy conversion guides!

I've decided to try my hand at converting an old 2e monster from Planescape, the Astral Searcher.

Thanks! And cool choice.

Right away there's a dilemma. The astral searcher has 2 HD (and so it should be worth about 35 XP), but instead it is valued at 175 XP! What gives? (further details snipped)

As you intuited, that's how XP worked in 2E, post-Monstrous Manual - you had a base XP value using the monster's HD, and then you increased its effective HD for XP by +1, +2, or +3 for each of a variety of special features. Most if not all of the post-Monstrous Manual MC Appendices provided the guidelines in full. So the searcher was treated as a "4+1 to 5" monster, with 2 regular HD + 3 effective HD.

(thorough ideas snipped) I'd like to get your critique on these ideas before I post the converted monster.

Keeping in mind that other people here are more expert than I when it comes to monster design...

I'd probably increase it to 3 HD, but your arguments for keeping it 2 HD make sense to me!

I agree that the astral searcher should be incorporeal, based on its description. Because of that, it would probably be fair to drop their magic resistance, if you assume that simply represented how its incorporeality protected it.

Agreed that the psychic attack should be retained, it's clearly a main feature. And I would definitely model the searcher's attack on the wraith's Life Drain, that's the best template we have so far.

As for the possession ability, I like the idea of making the target dying rather than immediately dead, for the reasons you state. It may not be authentic to the old-school lethality of the beastie, but it is interesting, and it does match 5E mechanics for death.

Note, if you have access to the D&D Next playtest materials, you should check out their version of the ghost. Updated for 5E, that would be just about perfect.

I don't really see how the Young Dragon's breath weapon Dc can be derived from its Ability Scores either.

I figure it's either Constitution bonus x2 (+3x2 = +6), or based on their Constitution saving throw (+6). But I'm guessing, of course.
 
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[MENTION=10148]JEB[/MENTION] thanks, good to see I'm on the right track with 2e to 5e monster conversion. Here's whati came up with for the Astral Searcher...

Astral Searcher
Medium aberration, Unaligned

AC 10
Hit Points 10 (2d8 HD)
Speed fly 40 ft
Senses darkvision 60 ft, passive perception 10
Languages none (see Possession)
Challenge 1/2 (100 XP)

STR 6 (-2), DEX 13 (+1), CON 10 (+0), INT 1 (-5), WIS 10 (+0), CHA 14 (+2)

Incorporeal: The astral searcher is resistant to damage from non-magical weapons, except those wielded on the Astral Plane, made of astral driftmetal, or a githyanki's silver sword. In addition, the searcher can move thru objects and people when not on the Astral Plane.

Possession: If the astral searcher reduces a creature to 0 HP, they fall comatose and the following turn the astral searcher enters their body, possessing the victim and gaining their stats (but not their personality). Speech, skills, spells, and special abilities at first aren't possible, but gradually become available as the searcher adapts to its new body. In most cases the victim is now dying, but in rare cases it may take several days for the victim's psyche to be destroyed (at the DM's discretion). During this time it is possible to save the victim by exorcising the astral searcher with greater restoration, heal, banishment, or wish. It is also conjectured astral projection could work. The victim will remember little of their ordeal.

ACTIONS
Melee Attack - Psychic Claw: +4 to hit (5' range; one creature; this attack ignores physical armor and shields). Hit: 7 (1d8+2) psychic damage and target must make a DC 12 Charisma saving throw. Failed Save: Loses a precious memory, and along with it a skill proficient and a spell slot (if any) until their next short rest.

The bane of travelers to the Astral Plane, astral searchers are mindless shells created by intense emotions - usually anguish - of travelers from the Prime Material Plane. They appear as vaguely humanoid silvery-blue mist. Violent death, combat, and incredibly destructive spells on the Astral Plane create astral searchers. These beings wrongly believe confusion, fear, horror, a rage under which they are created is the natural state of things. Congregating around astral conduits, they attempt to slip into either the Prime or the outer Planes in order to take a body. In some cases a searcher adapts so well that they remain hidden within a community for a long time before being exposed. Rarely, a searcher in the Astral finds peace in its tortured existence, devoting itself to protecting astral conduits; such searchers don't appear to hunger for physical form like others of their kind and are known as "astral guardians" by planewalkers.
 
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A couple of bits of feedback on your conversion:

1. I'd skip the "ignores physical armor and shield" bit. After all, what were once touch attacks (in 3e) seem to be normal attacks now (e.g. ray of frost).

2. I'd put in a "Damage Resistances" line and move the half-damage notes to there, from out of the incorporeal trait. I'd leave the phasing bit in the "incorporeal" trait, though.
 

Looks good!

Looking at the example Wraith in the Starter Set, I think we can alter the formatting a bit.

AC This should be '11', 10 + Dex mod?
Speed This should probably be '0 ft., fly 40 ft.' Although you may want to move the fly speed to 60 ft?

Damage Resistances bludgeoning, piercing, and slashing from non magical weapons that aren't forged from astral driftmetal or a githyanki's silver sword
Condition Immunities grappled, paralyzed, petrified, prone, restrained

This loses the stuff about not being resistant when on the Astral Plane. May be worth readdressing this when we know more about how the astral plane works.


Incorporeal: is replaced by:
Incorporeal Movement The astral searcher can move through an object or another creature, but can't stop there.




[MENTION=10148]JEB[/MENTION] thanks, good to see I'm on the right track with 2e to 5e monster conversion. Here's whati came up with for the Astral Searcher...

Astral Searcher
Medium aberration, Unaligned

AC 10
Hit Points 10 (2d8 HD)
Speed fly 40 ft
Senses darkvision 60 ft, passive perception 10
Languages none (see Possession)
Challenge 1/2 (100 XP)

STR 6 (-2), DEX 13 (+1), CON 10 (+0), INT 1 (-5), WIS 10 (+0), CHA 14 (+2)

Incorporeal: The astral searcher is resistant to damage from non-magical weapons, except those wielded on the Astral Plane, made of astral driftmetal, or a githyanki's silver sword. In addition, the searcher can move thru objects and people when not on the Astral Plane.

Possession: If the astral searcher reduces a creature to 0 HP, they fall comatose and the following turn the astral searcher enters their body, possessing the victim and gaining their stats (but not their personality). Speech, skills, spells, and special abilities at first aren't possible, but gradually become available as the searcher adapts to its new body. In most cases the victim is now dying, but in rare cases it may take several days for the victim's psyche to be destroyed (at the DM's discretion). During this time it is possible to save the victim by exorcising the astral searcher with greater restoration, heal, banishment, or wish. It is also conjectured astral projection could work. The victim will remember little of their ordeal.

ACTIONS
Melee Attack - Psychic Claw: +4 to hit (5' range; one creature; this attack ignores physical armor and shields). Hit: 7 (1d8+2) psychic damage and target must make a DC 12 Charisma saving throw. Failed Save: Loses a precious memory, and along with it a skill proficient and a spell slot (if any) until their next short rest.

The bane of travelers to the Astral Plane, astral searchers are mindless shells created by intense emotions - usually anguish - of travelers from the Prime Material Plane. They appear as vaguely humanoid silvery-blue mist. Violent death, combat, and incredibly destructive spells on the Astral Plane create astral searchers. These beings wrongly believe confusion, fear, horror, a rage under which they are created is the natural state of things. Congregating around astral conduits, they attempt to slip into either the Prime or the outer Planes in order to take a body. In some cases a searcher adapts so well that they remain hidden within a community for a long time before being exposed. Rarely, a searcher in the Astral finds peace in its tortured existence, devoting itself to protecting astral conduits; such searchers don't appear to hunger for physical form like others of their kind and are known as "astral guardians" by planewalkers.
 

[MENTION=1210]the Jester[/MENTION] [MENTION=7175]jadrax[/MENTION] Cool, thanks for the advice! I reworked the astral searcher with your suggestions.

[sblock=Astral Searcher]
Astral Searcher
Medium aberration, Unaligned

AC 10
Hit Points 10 (2d8 HD)
Speed fly 40 ft

STR 6 (-2), DEX 10 (+0), CON 10 (+0), INT 1 (-5), WIS 10 (+0), CHA 14 (+2)

Damage Resistances non-magical weapons that aren't made of astral driftmetal or a githyanki's silver sword
Condition Immunities grappled, paralyzed, petrified, prone, restrained
Senses darkvision 60 ft, passive perception 10
Languages none (see Possession)
Challenge 1/2 (100 XP)

Phasing: The astral searcher can move thru objects and people, but can't stop there.

Possession: If the astral searcher reduces a creature to 0 HP, they fall comatose and the following turn the astral searcher enters their body, possessing the victim and gaining their stats (but not their personality). Speech, skills, spells, and special abilities at first aren't possible, but gradually become available as the searcher adapts to its new body. In most cases the victim is now dying, but in rare cases it may take several days for the victim's psyche to be destroyed (at the DM's discretion). During this time it is possible to save the victim by exorcising the astral searcher with greater restoration, heal, banishment, or wish. It is also conjectured astral projection could work. The victim will remember little of their ordeal.

ACTIONS
Melee Attack - Psychic Claw: +4 to hit (5' range; one creature). Hit: 7 (1d8+2) psychic damage and target must make a DC 12 Charisma saving throw. Failed Save: Loses a precious memory, and along with it a skill proficient and a spell slot (if any) until their next short rest.

The bane of travelers to the Astral Plane, astral searchers are mindless shells created by intense emotions - usually anguish - of travelers from the Prime Material Plane. They appear as vaguely humanoid silvery-blue mist. Violent death, combat, and incredibly destructive spells on the Astral Plane create astral searchers. These beings wrongly believe confusion, fear, horror, a rage under which they are created is the natural state of things. Congregating around astral conduits, they attempt to slip into either the Prime or the outer Planes in order to take a body. In some cases a searcher adapts so well that they remain hidden within a community for a long time before being exposed. Rarely, a searcher in the Astral finds peace in its tortured existence, devoting itself to protecting astral conduits; such searchers don't appear to hunger for physical form like others of their kind and are known as "astral guardians" by planewalkers.
[/sblock]
 
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